godot/doc/classes/TextureProgress.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="TextureProgress" inherits="Range" category="Core" version="3.1">
<brief_description>
Texture-based progress bar. Useful for loading screens and life or stamina bars.
</brief_description>
<description>
TextureProgress works like [ProgressBar] but it uses up to 3 textures instead of Godot's [Theme] resource. Works horizontally, vertically, and radially.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<members>
<member name="fill_mode" type="int" setter="set_fill_mode" getter="get_fill_mode">
The fill direction. Uses FILL_* constants.
</member>
<member name="nine_patch_stretch" type="bool" setter="set_nine_patch_stretch" getter="get_nine_patch_stretch">
If [code]true[/code] Godot treats the bar's textures like [NinePatchRect]. Use [code]stretch_margin_*[/code], like [member stretch_margin_bottom], to set up the nine patch's 3x3 grid. Default value: [code]false[/code].
</member>
<member name="radial_center_offset" type="Vector2" setter="set_radial_center_offset" getter="get_radial_center_offset">
Offsets [member texture_progress] if [member fill_mode] is [code]FILL_CLOCKWISE[/code] or [code]FILL_COUNTER_CLOCKWISE[/code].
</member>
<member name="radial_fill_degrees" type="float" setter="set_fill_degrees" getter="get_fill_degrees">
Upper limit for the fill of [member texture_progress] if [member fill_mode] is [code]FILL_CLOCKWISE[/code] or [code]FILL_COUNTER_CLOCKWISE[/code]. When the node's [code]value[/code] is equal to its [code]max_value[/code], the texture fills up to this angle.
See [member Range.value], [member Range.max_value].
</member>
<member name="radial_initial_angle" type="float" setter="set_radial_initial_angle" getter="get_radial_initial_angle">
Starting angle for the fill of [member texture_progress] if [member fill_mode] is [code]FILL_CLOCKWISE[/code] or [code]FILL_COUNTER_CLOCKWISE[/code]. When the node's [code]value[/code] is equal to its [code]min_value[/code], the texture doesn't show up at all. When the [code]value[/code] increases, the texture fills and tends towards [member radial_fill_degrees].
</member>
<member name="stretch_margin_bottom" type="int" setter="set_stretch_margin" getter="get_stretch_margin">
The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's bottom corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders.
</member>
<member name="stretch_margin_left" type="int" setter="set_stretch_margin" getter="get_stretch_margin">
The width of the 9-patch's left column.
</member>
<member name="stretch_margin_right" type="int" setter="set_stretch_margin" getter="get_stretch_margin">
The width of the 9-patch's right column.
</member>
<member name="stretch_margin_top" type="int" setter="set_stretch_margin" getter="get_stretch_margin">
The height of the 9-patch's top row.
</member>
<member name="texture_over" type="Texture" setter="set_over_texture" getter="get_over_texture">
[Texture] that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of [member texture_progress].
</member>
<member name="texture_progress" type="Texture" setter="set_progress_texture" getter="get_progress_texture">
[Texture] that clips based on the node's [code]value[/code] and [member fill_mode]. As [code]value[/code] increased, the texture fills up. It shows entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't show at all if [code]value[/code] is equal to [code]min_value[/code].
The [code]value[/code] property comes from [Range]. See [member Range.value], [member Range.min_value], [member Range.max_value].
</member>
<member name="texture_under" type="Texture" setter="set_under_texture" getter="get_under_texture">
[Texture] that draws under the progress bar. The bar's background.
</member>
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<member name="tint_over" type="Color" setter="set_tint_over" getter="get_tint_over">
</member>
<member name="tint_progress" type="Color" setter="set_tint_progress" getter="get_tint_progress">
</member>
<member name="tint_under" type="Color" setter="set_tint_under" getter="get_tint_under">
</member>
</members>
<constants>
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<constant name="FILL_LEFT_TO_RIGHT" value="0" enum="FillMode">
The [member texture_progress] fills from left to right.
</constant>
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<constant name="FILL_RIGHT_TO_LEFT" value="1" enum="FillMode">
The [member texture_progress] fills from right to left.
</constant>
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<constant name="FILL_TOP_TO_BOTTOM" value="2" enum="FillMode">
The [member texture_progress] fills from top to bototm.
</constant>
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<constant name="FILL_BOTTOM_TO_TOP" value="3" enum="FillMode">
The [member texture_progress] fills from bottom to top.
</constant>
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<constant name="FILL_CLOCKWISE" value="4" enum="FillMode">
Turns the node into a radial bar. The [member texture_progress] fills clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to refine its behavior.
</constant>
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<constant name="FILL_COUNTER_CLOCKWISE" value="5" enum="FillMode">
Turns the node into a radial bar. The [member texture_progress] fills counter-clockwise. See [member radial_center_offset], [member radial_initial_angle] and [member radial_fill_degrees] to refine its behavior.
</constant>
<constant name="FILL_BILINEAR_LEFT_AND_RIGHT" value="6" enum="FillMode">
</constant>
<constant name="FILL_BILINEAR_TOP_AND_BOTTOM" value="7" enum="FillMode">
</constant>
<constant name="FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE" value="8" enum="FillMode">
</constant>
</constants>
</class>